# Tech Count
Grammar — Get the number of units of type unitType in progress/made by player player using mask countMask|TechTreeCountType
Flags —Native
|Function
Returns the number of units of the specified unit type that are in progress/made by a player. Includes units in AI queues.
# Arguments
int
— Playerstring
[ gamelink::Unit ] — UnitTypeint
[ preset::TechTreeCountType ] — Count Mask
Returns — int
native int AITechCount(
int player,
string aliasType,
int countMask,
);
# Related
Category: AI Advanced / Construction / Functions
- [F] —
int
— Get Default Build Flags — ( ) - [F] —
bool
— Player Has Resources — ( AIHasRes ) - [F] —
int
— Tech Count — ( AITechCount ) - [F] —
int
— Known Unit Count — ( AIKnownUnitCount ) - [F] —
point
— Get AI Suggested Build Loc — ( AIGetBuildingPlacement )
# Examples
# mods/core.sc2mod
// L575
AITechCount(player, aliasType, c_techCountQueuedOrBetter)
// L577
AITechCount(player, makeType, c_techCountQueuedOrBetter)
// L582
AITechCount(player, prereq, c_techCountCompleteOnly)
# mods/core.sc2mod
// L244
AITechCount(player, what, c_techCountCompleteOnly)
// L245
AITechCount(player, source, c_techCountCompleteOnly)
// L407
AITechCount(player, what, c_techCountInProgressOrBetter)
# mods/core.sc2mod
// L464
AITechCount(player, c_ZB_Hive, c_techCountCompleteOnly)
// L472
AITechCount(player, c_PB_RoboticsFacility, c_techCountCompleteOnly)
// L479
AITechCount(player, c_TB_Factory, c_techCountCompleteOnly)
# mods/core.sc2mod
// L107
AITechCount(player, what, c_techCountInProgressOrBetter)
// L130
AITechCount(player, what, c_techCountCompleteOnly)
// L199
AITechCount(player, scout, c_techCountCompleteOnly)
// L210
AITechCount(player, scout, c_techCountCompleteOnly)
// L211
AITechCount(player, preReq, state)
// L325
AITechCount(player, c_ZB_Hatchery_Alias, c_techCountQueuedOrBetter)
// L362
AITechCount(player, c_PB_Nexus, c_techCountQueuedOrBetter)
// L399
AITechCount(player, c_TB_CommandCenter_Alias, c_techCountQueuedOrBetter)
# mods/core.sc2mod
// L428
AITechCount(player, c_TU_SCV, c_techCountQueuedOrBetter)
// L431
AITechCount(player, c_TB_CommandCenter_Alias, c_techCountQueuedOrBetter)
// L570
AITechCount(player, c_ZU_Drone, c_techCountQueuedOrBetter)
// L573
AITechCount(player, c_ZB_Hatchery_Alias, c_techCountQueuedOrBetter)
// L712
AITechCount(player, c_PU_Probe, c_techCountQueuedOrBetter)
// L715
AITechCount(player, c_PB_Nexus, c_techCountQueuedOrBetter)
# mods/core.sc2mod
// L948
AITechCount(player, c_PR_WarpGateResearch, c_techCountCompleteOnly)
// L1050
AITechCount(player, c_PB_Pylon, c_techCountCompleteOnly)
# mods/core.sc2mod
// L1604
AITechCount(player, c_TR_CycloneDamage, c_techCountCompleteOnly)
# mods/liberty.sc2mod
// L166
AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly)
// L171
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
// L226
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L274
AITechCount(player, c_PB_Gateway, c_techCountInProgressOrBetter)
// L338
AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly)
// L343
AITechCount(player, c_PB_Assimilator, c_techCountInProgressOrBetter)
// L405
AITechCount(player, c_PU_Stalker, c_techCountCompleteOnly)
// L410
AITechCount(player, c_PU_Stalker, c_techCountCompleteOnly)
// L415
AITechCount(player, c_PU_Immortal, c_techCountCompleteOnly)
// L478
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
# mods/liberty.sc2mod
// L20
AITechCount(player, c_PB_CyberneticsCore, c_techCountCompleteOnly)
# mods/liberty.sc2mod
// L20
AITechCount(player, c_PB_CyberneticsCore, c_techCountCompleteOnly)
// L28
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L31
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
// L47
AITechCount(player, c_PU_Colossus, c_techCountInProgressOrBetter)
// L50
AITechCount(player, c_PU_HighTemplar, c_techCountInProgressOrBetter)
// L53
AITechCount(player, c_PU_Sentry, c_techCountInProgressOrBetter)
// L59
AITechCount(player, c_PU_Phoenix, c_techCountInProgressOrBetter)
// L62
AITechCount(player, c_PU_Carrier, c_techCountInProgressOrBetter)
// L84
AITechCount(player, c_PU_Phoenix, c_techCountInProgressOrBetter)
// L87
AITechCount(player, c_PU_Carrier, c_techCountInProgressOrBetter)
# mods/liberty.sc2mod
// L166
AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly)
// L171
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
// L226
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L274
AITechCount(player, c_PB_Gateway, c_techCountInProgressOrBetter)
// L338
AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly)
// L343
AITechCount(player, c_PB_Assimilator, c_techCountInProgressOrBetter)
// L405
AITechCount(player, c_PU_Stalker, c_techCountCompleteOnly)
// L410
AITechCount(player, c_PU_Stalker, c_techCountCompleteOnly)
// L415
AITechCount(player, c_PU_Immortal, c_techCountCompleteOnly)
// L478
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
# mods/liberty.sc2mod
// L330
AITechCount(player, c_PB_RoboticsFacility, c_techCountInProgressOrBetter)
// L339
AITechCount(player, c_PB_DarkShrine, c_techCountInProgressOrBetter)
// L345
AITechCount(player, c_PR_StalkerBlink, c_techCountInProgressOrBetter)
// L368
AITechCount(player, c_PB_RoboticsFacility, c_techCountInProgressOrBetter)
// L395
AITechCount(player, c_PB_RoboticsFacility, c_techCountInProgressOrBetter)
// L411
AITechCount(player, c_PB_Stargate, c_techCountInProgressOrBetter)
// L417
AITechCount(player, c_PB_Stargate, c_techCountInProgressOrBetter)
// L423
AITechCount(player, c_PB_RoboticsBay, c_techCountInProgressOrBetter)
// L424
AITechCount(player, c_PB_RoboticsFacility, c_techCountInProgressOrBetter)
// L539
AITechCount(player, c_PB_Stargate, c_techCountCompleteOnly)
# mods/liberty.sc2mod
// L20
AITechCount(player, c_PB_CyberneticsCore, c_techCountCompleteOnly)
// L28
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L31
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
// L47
AITechCount(player, c_PU_Colossus, c_techCountInProgressOrBetter)
// L50
AITechCount(player, c_PU_HighTemplar, c_techCountInProgressOrBetter)
// L56
AITechCount(player, c_PU_Phoenix, c_techCountInProgressOrBetter)
// L59
AITechCount(player, c_PU_Carrier, c_techCountInProgressOrBetter)
// L81
AITechCount(player, c_PU_Phoenix, c_techCountInProgressOrBetter)
// L84
AITechCount(player, c_PU_Carrier, c_techCountInProgressOrBetter)
// L97
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
# mods/liberty.sc2mod
// L20
AITechCount(player, c_PB_CyberneticsCore, c_techCountCompleteOnly)
// L36
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L39
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
// L67
AITechCount(player, c_PU_Phoenix, c_techCountInProgressOrBetter)
// L70
AITechCount(player, c_PU_Carrier, c_techCountInProgressOrBetter)
// L77
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L80
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
# mods/liberty.sc2mod
// L20
AITechCount(player, c_PB_CyberneticsCore, c_techCountCompleteOnly)
# mods/liberty.sc2mod
// L199
AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly)
// L204
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
// L259
AITechCount(player, c_PU_Zealot, c_techCountInProgressOrBetter)
// L307
AITechCount(player, c_PB_Gateway, c_techCountInProgressOrBetter)
// L371
AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly)
// L376
AITechCount(player, c_PB_Assimilator, c_techCountInProgressOrBetter)
// L438
AITechCount(player, c_PU_Stalker, c_techCountCompleteOnly)
// L443
AITechCount(player, c_PU_Stalker, c_techCountCompleteOnly)
// L448
AITechCount(player, c_PU_Immortal, c_techCountCompleteOnly)
// L511
AITechCount(player, c_PU_Stalker, c_techCountInProgressOrBetter)
# mods/liberty.sc2mod
// L152
AITechCount(player, c_TU_Marine, c_techCountCompleteOnly)
// L153
AITechCount(player, c_TU_Marine, c_techCountInProgressOrBetter)
// L223
AITechCount(player, c_TU_Reaper, c_techCountCompleteOnly)
// L267
AITechCount(player, c_TU_Marine, c_techCountCompleteOnly)
// L268
AITechCount(player, c_TU_Marine, c_techCountInProgressOrBetter)